Construction System

The Construction System is a new system that allows building fortifications on unclaimed territory, using a new resource — Cortium.

In order to place a construction object, you’ll need to first have access to its schematic. Once you own the schematic, you’ll be able to use the terminals on the ANT or Silo to deploy those items with Cortium.

These schematics can be obtained from either the Depot’s new Construction section, or directly from an ANT or Silo terminal.

Each item has a limited number that can be active at once, so keep an eye on the counter or you’ll end up deconstructing earlier objects.

When a continent unlocks, each faction has a certain amount of cores available. By default, each faction gets 2 cores, with an additional core given to whichever faction unlocked the current continent. Cores are automatically placed in HIVEs the system thinks are the most viable every 180 seconds, with the following rules:

The closer the HIVE is to an enemy Warp Gate, the higher its efficiency which means it will refine Cortium faster. HIVEs that can refine Cortium faster are prioritized over those generating less.

While a HIVE's efficiency is based on where it is located, it also slowly increases over time.

If your active HIVE is in a contested area, your core cannot be relocated.

If you overextend into enemy territory without enough support, the system will determine your HIVE to be too dangerous to provide a core to. If you’re setting up in enemy territory, bring some significant backup or you won’t get a core.

When an active HIVE is destroyed, the faction who destroyed it will steal that core for their faction, and it will then automatically activate the most ideal HIVE, provided another empty HIVE exists.

It’s worth noting that Silos must be restocked with Cortium constantly, as HIVEs, like modules, require an active power source to function. If a Silo runs out of Cortium, an active HIVE will no longer refine Cortium.

Inactive cores (owned cores without a valid chassis) have a placement timer on them, if the timer reaches zero and there is still no valid chassis to place it in the core will become neutral and be awarded to the faction with the oldest existing valid chassis or the first faction to place a valid chassis if non already exist.

Advanced Nanite Transports, or ANTs, is a vehicle with a 2 man crew with an additional 2 passenger seats. It is equipped with mining lasers for harvesting Cortium nodes. They can store Cortium in an on-board tank or unload it into an already- constructed Cortium Silo. The ANT can be deployed at any time, which will reveal access to a building terminal, from which you can equip and then place fortifications, at a varying cost to Cortium based on the chosen structure.

Appearing across the wilder areas of Auraxis, Cortium crystals can be harvested by ANTs, and used to create and power player-constructed objects, defenses, and fortifications. Cortium is refined by a HIVE in order to capture continent. Cortium tends to 'sprout' in the same location repeatedly, so it's worthwhile to revisit sites you have mined out once already.

The Glaive Ionized Particle Cannon is an unmanned mid-range artillery that disrupts defensive shield systems but only inflicts minor damage to personnel and equipment due to its lack of conventional paylaoad. The IPC requires AI module support as well as manually fired targeting dart to acquire target.

The Glaive IPC is an unmanned mid-range artillery which excels at destroying enemy shields, especially effective against Skywall Shield Emitters. The Turret AI Module in radius is required for it to function.

Can be locked via «Change Access» Q radial menu, to be only accessible by faction, self, squad or platoon.

The IPC Targeting Dart can be acquired by pressing E while standing near the base of the Glaive IPC Cannon. The IPC Glaive Targeting Dart is required to make the Glaive IPC Cannon fire. The dart can be destroyed by any enemy who finds it. Destroying the dart makes the Glaive Cannon stop firing.

The IPC Targeting Dart is a pistol-like tool that fires a blob of light (the 'dart') that sticks to the target you shoot it at. A few moments after that, the Glaive IPC cannon begins to fire a stream of projectiles at that target. The darts of each tool only guide projectiles from the cannon the tool was pulled from. If you shoot the dart at an illegal target it will stick for a moment, then disappear. Illegal targets are in no-deploy areas. You can see no-deploy areas on your mini-map if you are holding the tool.

Deconstruction Tool is used to quickly deconstruct construction objects you or any of your squad members have placed; it can also be used to deconstruct any construction object within the sphere of influence of a VP generator you or your squad members own.

The Deconstruction Tool can be used to deconstruct misplaced structures. Aim at small monitor on the structure to deconstruct it. It may be held with other construction materials. (I.E. Rampart Walls, Cortium Silos, etc.)

The Repair Module is cortium-powered module which quickly repairs nearby structures. This is an extremely important component of any base, especially for keeping hard targets like walls and bunkers alive as those items will be completely invincible while Repair Modules are nearby.

The Skywall Shield Emitter is cortium-powered module which projects a shield 15m above it, protecting from aerial bombardment and severely injuring enemy infantry which drop through it, leaving it with 100hp.

Skywall Shield can take set amount of damage, before it will temporarily disappear.

The Alarm Module is cortium-powered module that will alert the owner and their squad when an enemy is detected or a construct is attacked within 100 meters of it. Will automatically deconstruct if owner offline for more than 2 minutes.

Large walls with an opening wide enough for vehicles to pass through. When combined with a Structure Shield Module, the opening will be sealed with an energy shield that blocks enemy vehicles and large projectiles.

The Sunderer Garage is a small garage with enough cover to house a single Sunderer, ANT, or perhaps some other things you’d want to keep safe. Being placed under a Structure Shield Module's radius will add vehicle shields to both the Garage entrances and roof windows. It can also pull double duty as a makeshift gateway in more organised bases, particularly in plugging a gap too small for conventional walls, be it between said walls, a bunker or part of the terrain. Though Main Battle Tanks may find the fit a little tight, all other ground vehicles should fit through unscathed.

The Infantry Tower is a tall, durable tower with firing areas for infantry on all sides. Under a Structure Shield Module, it will have one-way shields in the tower's firing areas and roof. Floodlights placed on the tower's corners illuminate it's exterior.

The Pillbox is a small, durable tower with firing areas for infantry on all sides. Placing it under a powered Structure Shield Module's radius, will add one-way shields to the tower firing areas and it's roof entrance.

The Hardline Interference Volume Emitter or HIVE are structure that refines Cortium over time, when powered with a Core.

Active HIVEs refines Cortium at rate based on their proximity to the enemy Warp Gate, and require Cortium from a nearby Silo to operate.

The “chassis” is vulnerable when unpowered, but while housing a Core, the chassis becomes indestructible, and a small, shielded area becomes the only point where it can receive damage.

A powered Structure Shield Module in radius, will add bubble shield for additional protection. If the shield takes sufficient damage it can be temporally disabled allowing the HIVE to take direct damage; the bubble shield will not activate again until the HIVE has regenerated back to 100% health. Alternatively, enemy players may overload the HIVE's shield, should the countdown finish, the shield will lose power and the HIVE's core will be vunlerable.

Players must be BR 15 or higher to place a HIVE.

Cannot be placed along side of Orbital Strike Uplink. Minimal distance between HIVE and OSU is 250m.

This uplink structure can unleash a devastating attack from orbit. When powered and charged, any target in range can be designated using a tool obtained from the uplink terminal. Longer distance strikes cost additional charge, so frequent or long distance attacks will require longer term defense of the structure.

The Orbital Strike Uplink are structure that allows user to call for an Orbital Strike. When powered and charged, any target in range can be designated using a tool obtained from the uplink terminal. Longer distance strikes cost additional charge, so frequent or long distance attacks will require longer term defense of the structure.

It has 200m minimum and 800m maximum range, it takes 45 minutes for maximum charge, and similar to Glaive IPC it can't shoot in no-construction zones.

Cannot be placed along side of HIVE. Minimal distance between HIVE and OSU is 250m.

Designates a target for the connected OS uplink. For valid acquisition, the target must be no less than 200 meters from the uplink, fall within its current strike range(displayed on the map), and be within visual range of the designator.

The Orbital Strike Target Designator can be acquired by pressing E on Orbital Strike Uplink terminal. Similar to IPC Targeting Dart it fires dart, required to begin Orbital Strike. It takes about ~15 seconds after firing dart to Orbital Strike.

At the place of Orbital Strike, Orbital Strike icon appears on the map and all units in range receive alert about incoming Orbital Strike.

The Cortium Silo heart of any large base, its stores large quantities of Cortium. ANTs can offload Cortium to Silos using the same method as harvesting minerals; just approach the Silo and hold the firing button. Can store up to 50,000 Cortium at a time. A light at the top of the Silo correlates to the power meter.

Many objects require a nearby Silo (with stored Cortium) to remain active, as the Silo acts as a fuel source for their abilities. Modules, for example, are constructs that can improve surrounding fortifications, but go offline if the Silo runs out of Cortium. While a module is near a Silo, Cortium will be drained automatically. The more objects that require power, the faster your Cortium Silo will drain.

Claims the nearby area for you and your squad, which allows you to deconstruct (see Decon Tool) the fortifications of un-squadded allies near your Silo.

Can be locked via «Change Access» Q radial menu, to be only accessible by faction, self, squad or platoon.

It's important to highlight that modules can use an enemy silo to function, ANTs can refill enemy silos (grants experience but you can't use an enemy Silo to place buildings) and you may not place a Silo if there's ANY other Silos nearby.

The silo will also power enemy constructions. Enemy ants are able to fill friendly silos.

When powered by an adjacent Silo the Elysium Spawn Tube will provide a spawn point for nearby allies at the cost of a small amount of Cortium for each spawn. Additionally, it includes a matrixing option, allowing those linked to it to spawn at it anywhere on the continent. You can only matrix to one point at a time.